Nexusmods isn't a pay site, you just need to set up a free account in order to be able to download from there.At first glance I do not see problems, because all my blocks or items have unique names and there is no possible interconnection between the 2 mods.
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I tried to download the mod to test but the site is paid, unfortunately I can not test
last night sleep spoke louderNexusmods isn't a pay site, you just need to set up a free account in order to be able to download from there.
I have already seen the xml's of the two mod's, I do not think they are incompatible.Your items seem to be interacting badly with this farming mod. Sometimes when I load the game areas of crops will be replaced with items from your packs. I think some of the plant growth stages might use the same item ID as some of your items or something like that?
I keep trying to stress this to everyone who uses mods. You cant add mods to existing saves if the mod LOAD order (which is determined by folder name) comes before a modlet that is PREVIOUSLY installed and running. When you start a new game that has modlets, internally the game assigns ID numbers to everything.I have already seen the xml's of the two mod's, I do not think they are incompatible.I have a theory about what happened, this must have happened after an update to my mod or the other mod, simply the 7DTD as now has no id's following a first block order to enter the game occupy the id's empty space.
if you start a new game this should not happen again
Maybe we should make this a 'Sticky' In the mods forum for people using modlets to make it 100% clear the massive affect chopping and changing modlets will affect the game.... I know we have definitions but this should be also there imho.I keep trying to stress this to everyone who uses mods. You cant add mods to existing saves if the mod LOAD order (which is determined by folder name) comes before a modlet that is PREVIOUSLY installed and running. When you start a new game that has modlets, internally the game assigns ID numbers to everything.
If i add FarmingMod after i start my save and I have a mod named NewWorkstations ALL the ids generated for NewWorkstation will shift forward and the ids will be assigned to FarmingMod.
This goes for ANY modlet you install. They are not all mix and match compatible. You have to be very careful when adding new mods and removing them. This usually requires a new save each time you do it UNLESS the modlet has NO items or blocks added.
tnks my reward are you guys thet like the mod and use it :smile-new:Afla thank you very much![]()
so if you have paypal, I would definitely donate sometimes, I think this work should be rewarded as well![]()
Agreed. Im by no means condemning the system or trying to be difficult but this information and Guppys fix by deleting the .nims file is NOT readily available information. It will save players a lot of heartache and trouble if we can get this info out to people who like to mix and match modlets.Maybe we should make this a 'Sticky' In the mods forum for people using modlets to make it 100% clear the massive affect chopping and changing modlets will affect the game.... I know we have definitions but this should be also there imho.
And for the sake of bringing this conversation out of the discord. This is a bug if it is indeed behaving this way.Agreed. Im by no means condemning the system or trying to be difficult but this information and Guppys fix by deleting the .nims file is NOT readily available information. It will save players a lot of heartache and trouble if we can get this info out to people who like to mix and match modlets.
As I said before I did not do the prefabs, I just dimensioned them and changed them to be used in the game, in the case of the columns I can not do much, I can:Hello Alfacinha,
first and important: a good and (for our playstyle) much needed mod. Don't want to live in an ugly enviroment, even in the apocalypse ;-)
We have one problem with plant#3 ... it could not be picked up again and seems to have no hitbox, so could not be destroyed. Once placed, it stays forever in this place. Perhaps you could have a look there.
Another thing are your columns. They are very nice but can only be used for rooms with 3 blocks height. What is needed (since your very nice wood-structure can't be used as paint) were some wood-blocks with this texture (full, half, slope and a pole - for the columns) to expand the possibilities and to make some nice rooms.
Thank you and keep up the good work![]()
Ok. In this case, I think it is ok with 1*3. Adding more variations with different scaling will likely only increase the number of blocks without beeing flexible enough for all cases. So keep it how it is now.As I said before I did not do the prefabs, I just dimensioned them and changed them to be used in the game, in the case of the columns I can not do much, I can:create columns with various sizes, example column1 1x3 column2 1x4 etc.
Say what you think and how big do the columns